Krakatoa™ has been used to generate visual effects and elements for movies like "Avatar", "The Avengers", "G.I.Joe", "Harry Potter And The Deathly Hallows Part 2", "Journey 3D", "Thor", "Transformers 3", "Superman Returns" and more.

Use the 3ds Max´s built-in DOF or Motion Blur multi-pass effects, or employ the native Krakatoa Motion Blurand Depth of Field effects.

Apply Ambient Participating Medium Extinction to particles to simulate light behavior in air or under water.

Cache particles in RAM before or after the lighting phase to adjust lighting parameters or camera placement and re-render in a fraction of the time.

Saving and Partitioning

Save any supported particle type to disk for direct access to every frame without preroll.

Specify the exact channels layout to be saved, or create new channels to save custom data from 3rd party systems or channels created by Krakatoa Channel Modifiers.

Use the Advanced Partitioning capabilities of Krakatoa to render more particles than 3ds Max could normally process by itself. When running Max in conjunction with Deadline®, distribute large particle simulation jobs over multiple machines, or even over multiple cores of the same machine.

Recombine partitioned files and render them as a single particle cloud - ultimately, the only limitation on particle counts is your available RAM.

Krakatoa v1.1.x was largely single-threaded except for the Particle Sorting operation and a faster CPU with more RAM was generally recommended over a Multi-Core CPU with less RAM.

Krakatoa v1.5.x improved the support for multiple cores in various stages of the rendering process except for the actual drawing of particles, so a 4 or 8 core system would provide significant speed increase.

Krakatoa v1.6.0 further improved the multi-core support by accelerating the particle drawing and Matte Objects ZDepth pass generation.

Krakatoa v2.0.0 added full multi-threading support to particle loading when using multiple particle file sequences in a single PRT Loader, and in procedural particle sources like the new PRT Creator. Multi-threaded performance was also improved in the sorting and drawing phases.

Adding more RAM to a 64 bit system in all versions always improves Krakatoa performance and allows the renderer to handle higher particle counts.

According to internal benchmarks, Krakatoa with 3ds Max 64-bit renders almost twice as fast as Krakatoa with 3ds Max 32-bit on the same machine and on a Windows 64-bit operating system due to the larger addressable memory space and better memory management.